Add SQLite persistence, per-player NPC attitude system, character creation, and combat
- Add trait-based DB layer (db.rs) with SQLite backend for easy future swapping - Player state persisted to SQLite: stats, inventory, equipment, room position - Returning players skip chargen and resume where they left off - Replace boolean hostile flag with 5-tier attitude system (friendly/neutral/wary/aggressive/hostile) - Per-player NPC attitudes stored in DB, shift on kills with faction propagation - Add character creation flow (chargen.rs) with data-driven races and classes from TOML - Add turn-based combat system (combat.rs) with XP, leveling, and NPC respawn - Add commands: take, drop, inventory, equip, use, examine, talk, attack, flee, stats - Add world data: 5 races, 4 classes, hostile NPCs (rat, thief), new items Made-with: Cursor
This commit is contained in:
154
src/combat.rs
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154
src/combat.rs
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use std::time::Instant;
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use crate::ansi;
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use crate::game::GameState;
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pub struct CombatRoundResult {
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pub output: String,
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pub npc_died: bool,
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pub player_died: bool,
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pub xp_gained: i32,
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}
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pub fn do_attack(player_id: usize, npc_id: &str, state: &mut GameState) -> Option<CombatRoundResult> {
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let npc_template = state.world.get_npc(npc_id)?.clone();
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let npc_combat = npc_template.combat.as_ref()?;
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let instance = state.npc_instances.get(npc_id)?;
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if !instance.alive {
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return None;
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}
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let npc_hp_before = instance.hp;
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let conn = state.players.get(&player_id)?;
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let p_atk = conn.player.effective_attack();
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let p_def = conn.player.effective_defense();
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// Player attacks NPC
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let roll: i32 = (simple_random() % 6) as i32 + 1;
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let player_dmg = (p_atk - npc_combat.defense / 2 + roll).max(1);
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let new_npc_hp = (npc_hp_before - player_dmg).max(0);
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let mut out = String::new();
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out.push_str(&format!(
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" {} You strike {} for {} damage!{}\r\n",
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ansi::color(ansi::YELLOW, ">>"),
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ansi::color(ansi::RED, &npc_template.name),
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ansi::bold(&player_dmg.to_string()),
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ansi::RESET,
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));
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let mut npc_died = false;
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let mut player_died = false;
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let mut xp_gained = 0;
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if new_npc_hp <= 0 {
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// NPC dies
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if let Some(inst) = state.npc_instances.get_mut(npc_id) {
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inst.alive = false;
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inst.hp = 0;
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inst.death_time = Some(Instant::now());
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}
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npc_died = true;
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xp_gained = npc_combat.xp_reward;
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out.push_str(&format!(
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" {} {} collapses! You gain {} XP.\r\n",
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ansi::color(ansi::GREEN, "**"),
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ansi::color(ansi::RED, &npc_template.name),
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ansi::bold(&xp_gained.to_string()),
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));
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// Clear combat state
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if let Some(conn) = state.players.get_mut(&player_id) {
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conn.combat = None;
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conn.player.stats.xp += xp_gained;
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}
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} else {
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// Update NPC HP
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if let Some(inst) = state.npc_instances.get_mut(npc_id) {
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inst.hp = new_npc_hp;
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}
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out.push_str(&format!(
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" {} {} HP: {}/{}\r\n",
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ansi::color(ansi::DIM, " "),
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npc_template.name,
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new_npc_hp,
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npc_combat.max_hp,
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));
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// NPC attacks player
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let npc_roll: i32 = (simple_random() % 6) as i32 + 1;
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let npc_dmg = (npc_combat.attack - p_def / 2 + npc_roll).max(1);
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if let Some(conn) = state.players.get_mut(&player_id) {
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conn.player.stats.hp = (conn.player.stats.hp - npc_dmg).max(0);
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let hp = conn.player.stats.hp;
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let max_hp = conn.player.stats.max_hp;
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out.push_str(&format!(
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" {} {} strikes you for {} damage!\r\n",
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ansi::color(ansi::RED, "<<"),
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ansi::color(ansi::RED, &npc_template.name),
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ansi::bold(&npc_dmg.to_string()),
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));
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let hp_color = if hp * 3 < max_hp {
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ansi::RED
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} else if hp * 3 < max_hp * 2 {
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ansi::YELLOW
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} else {
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ansi::GREEN
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};
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out.push_str(&format!(
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" {} Your HP: {}{}/{}{}\r\n",
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ansi::color(ansi::DIM, " "),
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hp_color,
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hp,
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max_hp,
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ansi::RESET,
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));
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if hp <= 0 {
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player_died = true;
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conn.combat = None;
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}
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}
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}
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Some(CombatRoundResult {
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output: out,
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npc_died,
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player_died,
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xp_gained,
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})
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}
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pub fn player_death_respawn(player_id: usize, state: &mut GameState) -> String {
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let spawn_room = state.spawn_room().to_string();
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if let Some(conn) = state.players.get_mut(&player_id) {
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conn.player.stats.hp = conn.player.stats.max_hp;
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conn.player.room_id = spawn_room;
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conn.combat = None;
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}
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format!(
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"\r\n{}\r\n{}\r\n{}\r\n",
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ansi::color(ansi::RED, " ╔═══════════════════════════╗"),
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ansi::color(ansi::RED, " ║ YOU HAVE DIED! ║"),
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ansi::color(ansi::RED, " ╚═══════════════════════════╝"),
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) + &format!(
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"{}\r\n",
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ansi::system_msg("You awaken at the town square, fully healed.")
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)
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}
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fn simple_random() -> u32 {
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use std::time::SystemTime;
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let d = SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.unwrap_or_default();
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((d.as_nanos() >> 4) ^ (d.as_nanos() >> 16)) as u32
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}
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